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Nonentity 
perhaps: http://www.garagegames.com/products/torque-2d
?

I have tried torque 3d though, and it's total balls. I've heard people say 2d is good though. For 2.5D, unity might be a good option also, not as pretty as UDK, but it's better documented and more aimed at the task in my limited experience of the two. 
Clarification 
there are more tutorials and things written about making platformers in unity, UDK is equally or more documented in other areas I reckon... 
SleepwalkR 
another mac OS level editor sounds cool. :-)

btw, I'm sure know already that the ToeTag source is available at http://wantonhubris.com/toetag/Download.html - I bet a lot of the model classes and file format code could be reused (might want to ask Willem about the license on his code though.)

Another project I found which sounds cool is: http://code.google.com/p/quakeed-macosx/
This guy says he is modernizing and porting the original QuakeEd to OS X. He hasn't released any code yet though.

I'm also a developer on GNUstep which could be used to compile and run such a level editor on Linux / Windows, so let me know if you're interested in that and I can probably lend a hand. 
Im Quite Happy With Win7 64 Bit 
very stable.

Except that I cant run some older games like WoT or cunting Ubisoft games that had that stupid Starforce protection system which Win 7 (rightly) detects as a virus and wont install. 
Rant Continued 
and Ubisoft refuse to provide installers for those games that used Starforce. Way to go guys. 
ToeTag 
I did not want to reuse stuff from ToeTag because a) the license is unclear, b) I wanted to learn this stuff myself and c) quite frankly, it is not up to the standards I'm setting for my own work. I hope Willem doesn't take it personally if he reads this, but his code shows that he isn't a programmer by trade. If you take that into account, ToeTag is quite the achievement though. Oh and d) I'm following a very different approach to Quake level editing than Willem was when he made ToeTag.

Anyway, my editor is about 75% done I'd say. I will try to release a beta asap, but I'm very busy with work until the end of may. 
Quakeed Port 
That's an idea I have been toying with myself but I decided against it because I wanted to try a different approach to level editing. It's sad that the project doesn't have any code though. I'd love to see such a port happen. I used Radiant back in the day myself and loved it. 
Woah, Boys, Thanks!!! 
Quite a bunch of useful info, thanks a lot.


@SleepwalkR: I'm aware of Toetag (and learned to use quite a bit of it), but it surely has its glitches and limitations, so a new editor built from scratch is GREAT news.
Tbh, being my first ever experiences @mapping for the time being Toetag does the trick for me. But, ehi, my skills will improve and I'll need some reliable program.

If you'll ever need a real n00b tester to see if your editor is stupidproof, just drop me a line ;).

I already use fitz0.85 sdl for Quake and it's quite good, apart from the unmappability of the cmd key, that's a major pain in the ass for me...


Thaniks again tyo all of you, things are clearer, now. 
And. 
An edit function would be nice, on this forum. 
You Really Should Use QuakeSpasm 
It's much better than Fitz SDL. 
I Will. 
 
Nexuiz Was Mentioned On Kotaku !! 
And it looks way better than the last time I played it (several years ago.)

http://kotaku.com/5805322/nexuiz-is-the-prettiest-shooter-youve-never-heard-of/gallery/16 
 
It is a whole different game. The name was sold. Kotaku is shit. 
Xonotic Is What Was Nexuiz 
http://www.xonotic.org/
And it still is a silly amateur game, I wish I had realised that back then. 
 
Credit where credit is due, that new console Nexuiz looks pretty good. Nice visuals. Looks like semi-competent design.

You might argue that person X or Y or Z is an asshole, but you cannot argue with results. Historically, lots of artists have been assholes.

Xonotic still has every chance to be a good game. 
Xonotic 
should probably come up with a better name though, tbh.

So should RemakeQuake *g*. 
 
I thought Nexuiz looked great right up to the point where I played it and saw that it was Warsow with weapon bloat and the cool movement removed. 
Non-linear Design 
Also I was thinking about linearity recently myself, mainly because my levels so far are all extremely linear, so I'd be curious what Quake maps people think are a good example of non-linear design. 
Rub2m2 
All i can think of atm, i haven't been playing muh quake recently. *whips own back with cat of nine tails* 
*ahem* 
Stark Monstrosity - Has teh nonlinearity. Also Slave. You make a loop with two or three things which have to be done in a certain order so that you can unlock the next area (or two areas simultaneously ;). 
Slave To The Machine 
is a good example. 
 
i seem to recall 'explore or die' was non-linear 
Non-map Project Stuff Btw 
Nexuiz 
looks very bad 
 
Could have sworn I'd played Slave but I loaded it up and it rang no bells :p will check it out then :) 
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